wined3d: Reverse the position fixup if the pshader is reading vpos.

This commit is contained in:
Stefan Dösinger 2007-09-14 13:11:00 +02:00 committed by Alexandre Julliard
parent 06b3967978
commit 9c6cdda147
4 changed files with 49 additions and 2 deletions

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@ -418,6 +418,9 @@ HRESULT shader_get_registers_used(
else if (WINED3DSPR_RASTOUT == regtype && reg == 1) else if (WINED3DSPR_RASTOUT == regtype && reg == 1)
reg_maps->fog = 1; reg_maps->fog = 1;
else if (WINED3DSPR_MISCTYPE == regtype && reg == 0 && pshader)
reg_maps->vpos = 1;
} }
} }
} }

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@ -469,6 +469,20 @@ void shader_glsl_load_constants(
checkGLcall("glGetUniformLocationARB"); checkGLcall("glGetUniformLocationARB");
GL_EXTCALL(glUniform4fvARB(pos, 1, mul_low)); GL_EXTCALL(glUniform4fvARB(pos, 1, mul_low));
} }
if(((IWineD3DPixelShaderImpl *) pshader)->vpos_uniform) {
float correction_params[4];
pos = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
checkGLcall("glGetUniformLocationARB");
if(deviceImpl->render_offscreen) {
correction_params[0] = 0.0;
correction_params[1] = 1.0;
} else {
/* position is window relative, not viewport relative */
correction_params[0] = ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height;
correction_params[1] = -1.0;
}
GL_EXTCALL(glUniform4fvARB(pos, 1, correction_params));
}
} }
} }
@ -528,6 +542,7 @@ void shader_generate_glsl_declarations(
shader_addline(buffer, "uniform vec4 srgb_mul_low;\n"); shader_addline(buffer, "uniform vec4 srgb_mul_low;\n");
shader_addline(buffer, "uniform vec4 srgb_comparison;\n"); shader_addline(buffer, "uniform vec4 srgb_comparison;\n");
ps_impl->srgb_mode_hardcoded = 0; ps_impl->srgb_mode_hardcoded = 0;
extra_constants_needed++;
} else { } else {
ps_impl->srgb_mode_hardcoded = 1; ps_impl->srgb_mode_hardcoded = 1;
shader_addline(buffer, "const vec4 srgb_mul_low = {%f, %f, %f, %f};\n", shader_addline(buffer, "const vec4 srgb_mul_low = {%f, %f, %f, %f};\n",
@ -544,6 +559,22 @@ void shader_generate_glsl_declarations(
ps_impl->srgb_enabled = 0; ps_impl->srgb_enabled = 0;
ps_impl->srgb_mode_hardcoded = 1; ps_impl->srgb_mode_hardcoded = 1;
} }
if(reg_maps->vpos) {
if(This->baseShader.limits.constant_float + extra_constants_needed + 1 < GL_LIMITS(pshader_constantsF)) {
shader_addline(buffer, "uniform vec4 ycorrection;\n");
((IWineD3DPixelShaderImpl *) This)->vpos_uniform = 1;
extra_constants_needed++;
} else {
/* This happens because we do not have proper tracking of the constant registers that are
* actually used, only the max limit of the shader version
*/
FIXME("Cannot find a free uniform for vpos correction params\n");
shader_addline(buffer, "const vec4 ycorrection = {%f, %f, 0.0, 0.0};\n",
device->render_offscreen ? 0.0 : ((IWineD3DSurfaceImpl *) device->render_targets[0])->currentDesc.Height,
device->render_offscreen ? 1.0 : -1.0);
}
shader_addline(buffer, "vec4 vpos;\n");
}
} }
/* Declare texture samplers */ /* Declare texture samplers */
@ -621,6 +652,9 @@ void shader_generate_glsl_declarations(
/* Start the main program */ /* Start the main program */
shader_addline(buffer, "void main() {\n"); shader_addline(buffer, "void main() {\n");
if(pshader && reg_maps->vpos) {
shader_addline(buffer, "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1) - 0.5;\n");
}
} }
/***************************************************************************** /*****************************************************************************
@ -836,7 +870,7 @@ static void shader_glsl_get_register_name(
case WINED3DSPR_MISCTYPE: case WINED3DSPR_MISCTYPE:
if (reg == 0) { if (reg == 0) {
/* vPos */ /* vPos */
sprintf(tmpStr, "gl_FragCoord"); sprintf(tmpStr, "vpos");
} else { } else {
/* gl_FrontFacing could be used for vFace, but note that /* gl_FrontFacing could be used for vFace, but note that
* gl_FrontFacing is a bool, while vFace is a float for * gl_FrontFacing is a bool, while vFace is a float for

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@ -592,6 +592,13 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_CompileShader(IWineD3DPixelShader
WARN("Recompiling shader because srgb correction is different and hardcoded\n"); WARN("Recompiling shader because srgb correction is different and hardcoded\n");
goto recompile; goto recompile;
} }
if(This->baseShader.reg_maps.vpos && !This->vpos_uniform) {
if(This->render_offscreen != deviceImpl->render_offscreen ||
This->height != ((IWineD3DSurfaceImpl *) deviceImpl->render_targets[0])->currentDesc.Height) {
WARN("Recompiling shader because vpos is used, hard compiled and changed\n");
goto recompile;
}
}
return WINED3D_OK; return WINED3D_OK;

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@ -1652,7 +1652,7 @@ typedef struct shader_reg_maps {
* Use 0 as default (bit 31 is always 1 on a valid token) */ * Use 0 as default (bit 31 is always 1 on a valid token) */
DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)]; DWORD samplers[max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS)];
char bumpmat, luminanceparams; char bumpmat, luminanceparams;
char usesnrm; char usesnrm, vpos;
/* Whether or not a loop is used in this shader */ /* Whether or not a loop is used in this shader */
char loop; char loop;
@ -2083,6 +2083,9 @@ typedef struct IWineD3DPixelShaderImpl {
char srgb_mode_hardcoded; char srgb_mode_hardcoded;
UINT srgb_low_const; UINT srgb_low_const;
UINT srgb_cmp_const; UINT srgb_cmp_const;
char vpos_uniform;
BOOL render_offscreen;
UINT height;
#if 0 /* needs reworking */ #if 0 /* needs reworking */
PSHADERINPUTDATA input; PSHADERINPUTDATA input;